Divooka Explore

Divooka Explore is an editor for Divooka, the visual programming language. You write a program by placing nodes on a canvas and wiring them together, run it, and see on every node what it produced. Everything it ships is ready as soon as it starts - image and text processing, audio, procedural 3D, files, automation and more - and it comes with a shelf of examples to open, run and change.

Divooka Explore with a small program open, after a run

Read in this order

The pages build on each other, and the first three are enough to write and run a program.

  1. Installing and starting - getting Divooka Explore and opening it for the first time.
  2. The window - the start screen, the canvas, the panels around it, and where the nodes are.
  3. Your first program - a document that adds two numbers and prints the answer.
  4. Nodes, pins and wires - placing, connecting, selecting and arranging.
  5. Graphs and members - Flows, Functions, Routines, Events and Types, and data members with their starting values.
  6. Running and the console - what a run does, and where its output goes.
  7. Debugging - breakpoints, stepping, and reading values while a run is paused.
  8. Examples - opening a copy of a shipped example.
  9. Saving - saving, auto-save, closing and reopening.
  10. Keyboard shortcuts - every key in one table.

See also

  • Divooka Language - the language itself: its concepts, graphs and topics.
  • Methodox Wiki - everything else, from the libraries to the frameworks Divooka Explore ships.